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Valor Goat
94
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Posted - 2014.12.12 01:19:00 -
[1] - Quote
(not cumulative, my shields would like to have even just one of these)
Damage profile from +20% | -20% to +15% | -15%
Charge up time from 2 s to 3-4s
and/or Significative lowering to charge up damage
RoF from 600 to 500 as the ScR is far too accurate in both hipfire and aiming to have such a high RoF
Move an armor module so that they have a good reason to not triple damage mod their ScR (counts for Gal assaults and their breach AR too)
I think these would be reasonable nerfs to the ScR, otherwise of a pointless clip size reduction from 45 to 40
Discuss
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Valor Goat
96
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Posted - 2014.12.12 02:59:00 -
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Atiim wrote:How about giving it dispersion so that it becomes a Mid-Long Range weapon like its supposed to be? That would be an idea too, the ScR is very balanced in mid-long range fights so reducing its CQC capabilities by giving it a good amount of dispersion would be the way to kind of balance it.
EDIT: But Imo to reduce its CQC effectiveness lowering RoF is the best way
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Valor Goat
98
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Posted - 2014.12.12 04:45:00 -
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KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's)
I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR.
Viable = not get oblitared in a matter of a second.
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Valor Goat
98
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Posted - 2014.12.12 04:47:00 -
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True Adamance wrote:Valor Goat wrote:Atiim wrote:How about giving it dispersion so that it becomes a Mid-Long Range weapon like its supposed to be? That would be an idea too, the ScR is very balanced in mid-long range fights so reducing its CQC capabilities by giving it a good amount of dispersion would be the way to kind of balance it. EDIT: But Imo to reduce its CQC effectiveness lowering RoF is the best way Isn't it currently the slowest RoF rifle beside the Tac AR? As an unashamed defender of the weapon not being a piece or arse lets not go over board. RoF is fine and competitive, but yeah at short range it may need some more dispersion. However on the other hand there is no reason to nerf the ScR when the AScR is a piece or Arse. I need a CQB Amarrian option that is competive. That is not being competitive. That is being OP. I'm not saying "let's wreck ScR's effectiveness in CQC", I want them to be balanced.
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Valor Goat
98
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Posted - 2014.12.12 04:59:00 -
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Forever ETC wrote:Maybe on the new damage profile, I find I can wipe out shields easy, but armor takes forever.
I want to see the ScR to be guided to the long range combat than how it is currently treated right now. For this to happen we need to increase hipfire spread, and improve its scope's zoom(like of the officer ScR) . Finally don't change RoF(modded controllers are not overused anymore) and leave the charge time as is. Charging that thing costs us 2 second of being vulnerable and if we miss, we're screwed. That plus increasing dispersion would be the way to go. RoF is quite too much for an extremely high DPS weapon that has a charge up capability. The 17% RoF reduction I proposed may be a little too much so we could use a 10% (540 RoF) - this in the case that^ doesn't get applied, as both are meant to reduce its effectiveness in CQC.
The damage profile definitely needs to be at 15%, that would help us shield tankers as much as you ScR users.
Lastly, you ain't gonna ever miss the charge shot with that accuracy and hipfire, and if you do, ARR TTK on you is much higher than your time to cool down the heat you made.
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Valor Goat
98
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Posted - 2014.12.12 05:20:00 -
[6] - Quote
tander09 wrote:OP is an idiot. Yup, and this post is very constructive.
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Valor Goat
98
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Posted - 2014.12.12 05:23:00 -
[7] - Quote
True Adamance wrote:Valor Goat wrote:True Adamance wrote:Valor Goat wrote:Atiim wrote:How about giving it dispersion so that it becomes a Mid-Long Range weapon like its supposed to be? That would be an idea too, the ScR is very balanced in mid-long range fights so reducing its CQC capabilities by giving it a good amount of dispersion would be the way to kind of balance it. EDIT: But Imo to reduce its CQC effectiveness lowering RoF is the best way Isn't it currently the slowest RoF rifle beside the Tac AR? As an unashamed defender of the weapon not being a piece or arse lets not go over board. RoF is fine and competitive, but yeah at short range it may need some more dispersion. However on the other hand there is no reason to nerf the ScR when the AScR is a piece or Arse. I need a CQB Amarrian option that is competive. That is not being competitive. That is being OP. I'm not saying "let's wreck ScR's effectiveness in CQC", I want them to be balanced. And as per what I said if the ScR is to be adjusted then I want my Assault Scrambler Rifle to be a competitive short range option. Let's first change what's OP to balanced before buffing what's UP (Idk if it is though and I've never even tried it).
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Valor Goat
102
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Posted - 2014.12.12 07:25:00 -
[8] - Quote
TRULY ELITE wrote:Valor Goat wrote:KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's) I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR. Viable = not get oblitared in a matter of a second. EDIT: Also, people who double tank the CalAssault are pussies. Thought about running away? You can't be good at everything. It's like saying a scout should be able to stand toe to toe with a heavy. See an amarr assault whilst in a caldari suit you have 3 options. 1. Run away 2. Flank him 3. Get up close and strafe like your getting bitten by 10,000 wasps. Whilst shooting of course If he doesn't see you locus grenades work wonders on amarr assaults. Where is it written that Amarr assaults have to be that superior to the Caldari assaults as you're implying?
I anyway have no problems in wrecking Amarr assaults in 1 on 1 with some maneuvers like those you suggested; indeed though, that's not balanced since whereas you have to do the best to kill an ak.0 and you will not be able to look him in the face for more than two seconds, all they have to do to shred a ck.0 is firing for two seconds and watch as the fair shield tanker falls to their ScR.
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Valor Goat
102
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Posted - 2014.12.12 11:07:00 -
[9] - Quote
Darth-Carbonite GIO wrote:Valor Goat wrote:KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's) I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR. Viable = not get oblitared in a matter of a second. EDIT: Also, people who double tank the CalAssault are pussies. You want to buff your chosen role by nerfing ours? This is why we can't have nice things. Can u brain today? Is making Caldari assaults less weak againts Amarr assaults actually buffing it? I'm fine to how the Cal Assault is and I can counter literally everything on it.
Wouldn't you too enjoy having fair 1v 1s againts Caldari assaults without obliterating them in 2 seconds with no skill required at all?
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Valor Goat
102
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Posted - 2014.12.12 11:09:00 -
[10] - Quote
True Adamance wrote:Valor Goat wrote: Where is it written that Amarr assaults have to be that superior to the Caldari assaults as you're implying?
It's written in the Scriptures. The Amarr are simply better than you. I could've swear that someone was gonna write something like this lol
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Valor Goat
102
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Posted - 2014.12.12 11:59:00 -
[11] - Quote
Jack 3enimble wrote:Valor Goat wrote:KenKaniff69 wrote:uhm, how about no?
If you think the ScR is that big of an issue, then stack armor like all shield based suits do in this game.
Every minmatar and caldari suit I see brick tanks anywhere from 200-500 extra armor.
Killing them w/ a scrambler is incredibly difficult.
You CR's and Min Assaults are the ones that need adjusting if anything. I am a pure Caldari shield tanker. **** armor. Agreed on that, but Min assaults are double tanked so they actually have a chance to not get two-shot by a ScR (and than their hitbox is broken compared to Cal Assault's) I don't want to kill the ScR, I just want my Cal Assault being viable againts them. I don't want them to kill me way faster than I kill them with my ARR. Viable = not get oblitared in a matter of a second. EDIT: Also, people who double tank the CalAssault are pussies. Cal assault is hella viable. Scrambler is not the problem brother, it's that breach AR. Scrambler takes skill to uses it's select fire. The BAR spray and pray is garbage First off I said it isn't viable againts ScR Amarr assaults, not that it isn't viable itself. Second the Breach is of course a problem too, but it's nowhere comparable to the ScR problem. You can actually have some fair 1v1 and have chances to win againts a Gk.0 Assault with a damage modded BAR, in your Caldari assault.
I agree, the ScR of course takes skill to use, but that's in range, not in CQC, where their efficency is better. In CQC they somehow never seem to be missing me, no matter if I put strafe at MAX level or not, or if they are the worst ak.0 assault in DUST history.
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Valor Goat
103
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Posted - 2014.12.12 14:36:00 -
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Jack McReady wrote:this scrub plays shield tanked suits and simply wants his counter being nerfed this his caldari assault with 800 hp, 50hp/s recharge with only 2 second delay and 8,3m/s sprint speed turns into easy mode.
in short, OP has zero credibility... Yup, Cal assaults are such eZ mode compared to Amarr and Minmatar assaults.
Cal assaults' should be Amarr assaults' counters as much as Amarr assaults are Amarr assaults' counters, that's the only thing I want.
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Valor Goat
105
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Posted - 2014.12.12 16:41:00 -
[13] - Quote
Arkena Wyrnspire wrote:Valor Goat wrote:(not cumulative, my shields would like to have even just one of these)
Damage profile from +20% | -20% to +15% | -15%
Honestly more like a buff. It is a buff indeed, as it would give a more managable damage profile, but it's also a slight buff to shield tankers.
Quote: I'm not sure why the 600 RoF is an issue. It's not like people are actually firing that fast - but it needs to be up there to prevent oversampling.
It wouldn't be an issue if you'd have some recoil-dispersion-hipfire spread of any kind. But apparently people are saying using a ScR is too hard to nerf it via player's skills aspect.
Quote:Quote:
Move an armor module so that they have a good reason to not triple damage mod their ScR (counts for Gal assaults and their breach AR too)
Idiocy. This would serve as a significant buff to armour tanking, rather than a nerf to the SCR. Damage mods are not so effective that it is worth completely eclipsing them, and if they were then it would be better to simply nerf those. Triple complex damage modding leads to about 15% increased damage at best - at the cost of 27 PG and 204 CPU. This is not nearly powerful enough to merit nerfing them. While I am inclined to agree that high slots needs a choice other than shields or damage, moving an armour mod to high slots would probably make armour OP.
It is an issue and on Amarr assault it's worth more than any other module aside of armor modules (and shield modules for Caldari), hence why I want an armor module on high slots.
I mean look at this. Triple damage mods (+17%) gets you to a 970 DPS from 820; in particular, a 1164 DPS againts shields from the already broken 990. Do you realize it's significatively higher than HMG's DPS? The "let's triple mod my 820 DPS weapon since there's nothing on high slots" thing has to stop. I can't think of a module outside of armor modules worth more than damage mods to put on high slots (don't even nominate kin cats).
Putting a modified-nerfed armor module on high slots is the way to go.
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Valor Goat
107
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Posted - 2014.12.12 20:51:00 -
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Fizzer XCIV wrote:LOL. OPis proposing a nerf, and they dont even know the stats of the weapon they want to nerf... The ScR does 650 MaxDPS. Not 820. Much less the 1000+ you were saying.
All credibility is lost, because OP is just pulling biased and exaggerated numbers out of their ass.
Hold on... you're an alt of Za'ki aren't you? Without bonuses of any kind, it has a 715 DPS already. Also learn to read properly, I said it has a close to 1000 DPS if you double-triple damage mod it. http://www.protofits.com/fittings/shared/0/10034 Click on the ScR to see its total DPS stats, than realize how much of a goat you are for having no clue of what you are stating.
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